Alien infestation? Need not be replicators, maybe just a bug/plant that catches 
a ride.

We get cock roaches here, they come up with the shipping connexes and like. 
They die off quickly cause of the cold but ..

My idea for Avatar 2 is Pandora comes to the rescue of Earth s "Gaia" and ..

Mike
Alaska

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-----Original Message-----
From: "Onno Meyer" <[email protected]>
Sender: [email protected]
Date: Wed, 30 May 2012 20:24:43 
To: The GURPSnet mailing list<[email protected]>
Reply-To: The GURPSnet mailing list <[email protected]>
Subject: Re: [gurps] Space Freighter Memes

David replied to me:
> I had containerized freight.  Big containers, about  1200 cubic meters
> each, potentially with their own power and climate control, if
> required.  ships had a hundred or so, depending on what their route
> was, and trade off on reaction mass v. cargo.

Hello David,

imagine a situation where the players surprise a cat burglar
or ninja in their ship. The shadowy figure disappears in smoke
and mirrors. Did he want to take something or hide something?
Did he finish the job or is it still there/not yet there? 

That works with the "classic" Traveller Free Trader, but not 
with a 500-meter container liner.

> A setting with reactionless drives and no ftl is very different from
> one with ftl and no reactionless thrusters.  A totally hard setting is
> very different (and can be very, very strange, see, for instance
> transhuman space.)  again.  A setting with FTL comms is different from
> one without them (whether or not it's got ftl travel.).  And adding
> other superscience changes things similarly.

... which is why I've written hundreds of different vehicles
over the years.

Johannes wrote:
> For the lower end of TLs at least i would consider a setup with a non 
> landing freighter and shuttles for transporting freight to and from the 
> freighter.
> 
> Either the shuttles wait at the destination planets, or the freighter 
> has one as subcraft.

Hello Johannes,

that is an option, but it will affect the tone of the game. 
For the upcoming batch, I want surface-to-FTL ships with 
single-digit crews.
 
> An important point that has not been discussed yet, is what is done 
> automated, and what is done by the crew. The millenium falcon seems to 
> need 2 people as bridge crew, and gunners, but no permanent engeneer.

Both Han and Chewie were full-time mechanics and part-time
pilots -- consider how long the Falcon spent in the shop.
 
> With regards to cargo size, you can fudge things somewhat with the 
> typical size of a lot of cargo. If you have a cargo of ore or rubber ducks
> or whatever, it's not so terribly important, how many tons you exactly 
> have.

But in Firefly, it got weird how a dozen people went from 
planet to planet to deliver a few boxes of MREs. 

That's another idea for a couple of ships -- fast couriers, 
with lower payload than a freighter, but with more cabins 
than the Scout Singleships. 

> An other important part is what is the usual travel times. Are the crews 
> out there for month, or do they get anywhere at each day? This also 
> changes, what sort of people typical freighter crews are.

Vehicles has a default hyperspeed of 0.2 parsecs per day, 
times a multiplier. The TL10 ship would need a week to 
Alpha Centauri, or two weeks to Barnard's Star. I have 
to TL15 ship yet, but it will need only days. 

Of course Centauri or Barnard might have no useful worlds.
 
> And an other point is the matter, who has jurisdiction on the freighter? 
> While it is in transit, close to a port, in port ect. What legal 
> protections do passangers and minor crewmembers have against abuse by the 
> captain? While mostly a social matter, some choices here might be 
> prevented by technological restrictions.

My initial batch of freighters has two to six people in 
total -- no room for passengers or kids. I could try 
some larger ones, too. I wrote a two-megaton freighter
for TL14. Expand that up and down?

Regards,
Onno
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